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logicoma

v0.5.0

Published

A human FSM(friendly state machine) with good async support and error handling

Downloads

46

Readme

Design targets

  1. Easy to write, no state matrix.
  2. Friendly error handling.
  3. Robust against unexpected async callback or state jump.
  4. Easy debug.

Basic ideas

  1. Every statemachine start with state void.
  2. All state related data should bind to @data of the state machine .
  3. Statemachine can turn to panic or recover from it and restore to a correct state.
  4. All async action between state should have a integrity check.
  5. Statemachine can be reset by clean the @data and set the state to "void", without worry about unreturned callbacks.
  6. Statemachine use a wait/give strategy to interact with other state machine to prevent unwanted state change.

Install

npm install logicoma

Example

Example can be found at ./example folder. Run it to see a debug output.

# States = require("logicoma")
States = require("../")
# You can use error-doc to create beautiful error declares and checks.
Errors = require("error-doc").create()
    .define("CommunicationFailure")
    .define("BarginFailure")
    .define("ProgrammerError")
    .generate()
# You DON'T have to define a `Action` when using node-state.
# I just write them here for easier understanding.


class BuyCarProcedure extends States
    # How to buy a car
    # 1. goto shop
    # 2. bargin with shop manager (again and again)
    # 3. pay
    constructor:()->
        super()
        # `@give("startSignal")` should be called
        # to start the statemachine. If we are not
        # wait for `"startSignal"`, giving that one will
        # do nothing.
        @waitFor "startSignal",()=>
            # State will be changed
            # @atGotoShop will be called
            @setState "gotoShop"
    atGotoShop:(sole)->
        @waitFor "shopName",(name)=>
            @data.shopName = name
            @walkToShop name,(err)=>
                # Always do a integrity check for async action.
                # `sole` is given as state method parameters.
                if not @checkSole sole
                    return
                # go panic on error
                if err
                    @error err
                    return
                @setState "thinkOfAStartPrice"
    atThinkOfAStartPrice:()->
        @waitFor "startPrice",(price)=>
            @data.myPrice = price
            @setState "bargin"
    atBargin:(sole)->
        if not @data.myPrice
            @setState "thinkOfAStartPrice"
            return
        @bargin @data.myPrice,(err,result)=>
            if not @checkSole sole
                return
            if err
                @error err
                return
            if not result
                @data.myPrice += 100
                @setState "bargin"
            else
                @setState "pay"
    atPay:(sole)->
        @waitFor "money",(money)=>
            @pay money,(err)=>
                if not @checkSole sole
                    return
                if err
                    @error err
                    return
                @setState "paid"
    atPaid:()->
        @emit "paid"
    # Actions behaves just like a normal function.
    # They don't and shouldn't change state machine state, and
    # should better not change `@data`.
    walkToShop:(name,callback)->
        console.log "I walk to #{name} to buy a car"
        setTimeout callback,10
    bargin:(price,callback)->
        accept = 1000
        err = null
        console.log "I bid at price #{price}"
        if Math.random() > 0.85
            err = new Errors.CommunicationFailure("the manager say something I don't understand")
        else if Math.random() > 0.8
            err = new Errors.BarginFailure("the manager don't want to bargin with me any more")
        callback err,price > accept
    pay:(money,callback)->
        console.log "#{money} is given away."
        callback null


# All error handlings
p = new BuyCarProcedure()
# you can see all the state jump and actions
p.debug({name:"BuyCar"})


p.on "wait/shopName",()=>
    p.give("shopName","the car shop near my house")
p.on "wait/startPrice",()=>
    p.give("startPrice",500)
p.on "wait/money",()=>
    p.give("money",p.data.myPrice + "$")

# Suppose we are in a parent statemachine who
# is responsible for the error handling.
# If the error is simple enough and don't not require any third party
# information to handle it, we can also consider that sort of
# error a valid state.
# But here we handle them outside the statemachine to expalin a standard
# panic recover strategy here.

parentStateMachineData = {}
d = parentStateMachineData
p.on "panic",(err,state)=>
    if err instanceof Errors.CommunicationFailure and state is "bargin"
        # it's OK just bargin again!
        p.recover()
        p.setState "bargin"
    else if err instanceof Errors.BarginFailure and state is "bargin"
        d.failCount ?= 0
        d.failCount++
        if d.failCount < 3
            # we just try again
            p.recover()
            p.setState "bargin"
        else
            # a error that is impossible to handle
            console.log "I can't bargin with this asshole any more!"
            process.exit(0)
    else
        throw new Errors.ProgrammerError("I don't expect this kind of situation",{via:err,state:state})
p.on "paid",()->
    console.log "paid!"
# finally start the stae machine
p.give("startSignal")